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TheBawbUploaded by
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Tags for this mod
- Fair and balanced
- English
- Models/Meshes
- Textures
- Unrealistic
- Tutorials for Players
- Utilities for Players
- Related to Movies/TV/Books/Other Games
- Guilds / Factions
- New Lands
- Quests
- Races - New
- Books
- Creatures
- Locations - World Map
- NPC Trainers
- Foliage (Plants)
- Weapons
- Not Lore-Friendly
Current section
540 comments
WITH THIS UPDATE I WILL NO LONGER BE ACTIVELY SUPPORTING THE SHIRE with the exception to major bug fixes and incompatibility tweaks. I am now dedicating the majority of my free time to a Bioware-style fantasy RPG built on the Unreal Engine. Progress is slow but steady, and so far everything is coming together quite well! If you'd like to follow along I will be posting videos of the progress on my youtube channel over the months to come. Be sure to subscribe! https://www.youtube.com/channel/UCHDx8BF5N30ksUFRqIf7iIg?
Update 3 is live...ish (Still uploading on the servers at the moment.)
This update does several things aside from a few MQ Bug fixes. Most noticeably it trims down the file size exponentially by packing the textures into a BSA and converting the audio files. Taking what was once a 10gb+ unpacked file and reducing it to 3.2GBs. I attempted to pack more than just the textures into the BSA but we reached consistent CTD when testing it, so it was reverted. (An issue I had awhile ago as well)
In previous versions there were reports of duplicate scripts conflicting with Live Another Life, OBIS, SKSE, and even the base game. Version 3.0 evicts these freeloading little buggers.
MQ fixes include making MQ09 more reliable, editing the Rangers as functioning followers after completion of the MQ, and opening up the ending quest (GSQ55), which a previous version of the Updateable Addon was blocking, as well as a few other minor fixes.
Stuck on a quest? Check out the spoiler before posting!
The point of entry is a little hard to find. For anyone having this issue; there's an activator using a boulder's mesh on the rightside of that entrance. Solving the riddle it provides will allow entrance to the cave.
GSQ21 A Brash Rescue - The cave might be difficult to navigate. I have recorded a walkthrough for anyone lost.
https://www.youtube.com/watch?v=6cdulGDPx8s&t=54s
GSQ33 Hidden Communications: Pathmeet - I have heard reports that the Ruffians sometimes fail to spawn.
SetStage GSQ33HiddenCommunicationsPathmeet 10 will force it to progress.
MMQ06 - Lessons and council - The boulder is difficult to strike due to poor collision geometry on that mesh. Use a ranged attack if nothing else works
Playerhome - If the option to purchase land only has a "cancel" selection you don't have enough gold. 5,000 is required.
Finished the questline? Check out the alternative endings:
https://www.youtube.com/watch?v=lmb6kMyA8zM&t=7s
Happy Modding,
TheBawb
if you're like me, one of the first things you do when thinking of downloading a big quest mod is to look at the posts and what other folks have experienced.
Here you will discover that this mod is buggy and the scripting doesn't work all that well. I quickly decided to make hard saves just before starting any mission, knowing that at least on some, I would have to make several attempts, often not doing what I was supposed to in order to get the required outcome. In addition, your dialogue choices with the main characters can be confusing. Like many others, I attempted to get something going with the lovely Byrsael (buy or sell), and was rebuffed. Then during one dialogue I hit a random choice and went out on a date with her!
What you will also find in these posts is that despite its problems, almost everyone loves this mod. Several times I wanted to quit, but I'm so glad I didn't. The world itself is unique, with Hobbits, swans, goblins and on and on. It is beautiful. The main characters all have clear personalities and deep back stories, the voice acting is great, the story becomes surprising, 'your choices matter' (they really, really do), there's lots of fighting with your friends along to help.
This is quite a different mod, not at all lore friendly, but one you will surely enjoy if you stick with it.
HOW TO UNLOCK THE BORDERS:
This is explained here:
https://gamefaqs.gamespot.com/boards/615805-the-elder-scrolls-v-skyrim/61064593#:~:text=Yeah%2C%20you%20have%20to%20add,ini.&text=Right%20I%20actually%20found%20it,this%2C%20thanks%20for%20explaining%20though.
Go to your Users/username/Documents/My Games/Skyrim and open your Skyrim.ini file. Find the section [General] and add this command: bBorderRegionsEnabled and add on the end with no spaces =0
( The NEXUSMODS reply section appears to be bugged. It will not allow me to type the full command. It replaces the "=": with "script-event-stripped". Such a stupid bug. Just type bBorderRegionsEnabled equals zero with no spaces, under the [General] section in your Skyrim.ini file and that should work. )
Save and close your Skyrim.ini file and when you start the game, the border should be gone. Good luck.
Reload save from a few minutes ago
Pick the option "catch the runner"
The moment you're told to "not start anything til i give the word" sprint down to Pathmeet
Start fighting the two ruffians before they kill the ruffian chief
You should then get a quest marker to catch the runner
Sprint to catch the runner, who is very fast for a Halfling
Click on the runner, you should get a pop-up saying you have the letter
--- Continue
I hope this helps! A bit late perhaps.
Thanks, Mark
Distant trees work properly in Tamriel and other mods, it's just The Shire where I notice the issue.
I'm using TES5LOD Generator. I tried generating trees as objects instead, but that didn't help.
Any suggestions appreciated,
Thanks, Mark
beginning of my 400h playthrough and would love to play your mod now. I see your mod overwrite some landscape
texture records but nothing else in the esp. Is that the only conflict? thx
I just love the mod idea, but there's a lot to finish in it.
The most part of the locations there's no interiors, like caves, "hobbit" holes, farms etc...
Would be awesome if this things ware finished.
I got two questions though.
1-Are Shire locations added to the radiant quest locations list?
2-Are there radiant quests within the shire? Or is everything done when the main story is done?
Asking this because that'll impact if I leave the mod in place once I finish the story.